Suspect cap

by Torak

Back to Ideas.

Torak2006-04-18 19:26:35
Remove it. There is no real need for it.
Acrune2006-04-18 20:14:39
If its not needed, its not harming anyone while its in place smile.gif
Torak2006-04-18 21:01:17
In one skirmish on prime you can rack 3 to 4 suspects. Their aim was for pk to be primarily off prime, not entirely. Defend, although nice doesn't always happen. If a group jumps me and I lich, then later decide to jump one of them everytime I end with a suspect. I am not saying this shouldn't happen, but 10 is a low number for the recent uprising in combatants. I really don't see how it is nessicary to have, it is a hinder not a help.

EDIT: Also, I know they want pk to be more off prime, but there isn't much reason to do that. Take the sea battle, I go in and can gain a ton of suspects unless I feel like running only, raid on prime with the new conquest and you gain more suspects if you defend yourself(You are in enemy territory and have to declare, but they don't). These are all cases in which the suspect cap is horribly low for the situation.
Xavius2006-04-18 23:00:52
QUOTE(Torak @ Apr 18 2006, 04:01 PM) 280341

In one skirmish on prime you can rack 3 to 4 suspects. Their aim was for pk to be primarily off prime, not entirely. Defend, although nice doesn't always happen. If a group jumps me and I lich, then later decide to jump one of them everytime I end with a suspect. I am not saying this shouldn't happen, but 10 is a low number for the recent uprising in combatants. I really don't see how it is nessicary to have, it is a hinder not a help.

EDIT: Also, I know they want pk to be more off prime, but there isn't much reason to do that. Take the sea battle, I go in and can gain a ton of suspects unless I feel like running only, raid on prime with the new conquest and you gain more suspects if you defend yourself(You are in enemy territory and have to declare, but they don't). These are all cases in which the suspect cap is horribly low for the situation.


How? Seriously now. I can traipse around in Serenwilde, rack up 7-10 kills, and leave with one suspect, usually someone who I'm so eager to see dead that I'll risk the karma curse (i.e. Sano).

EDIT: Ohhhh, I see what your problem is. You just don't get declare/defend.

When someone attacks you in enemy territory, they do declare you. They automatically declare you, which is the source of a half-dozen flaws in the system. As long as you die in enemy territory, they don't suffer suspect.

To avoid this unpleasant situation, you simply wait for them to attack you first. You'll find that you can return fire without declaring at this point.
Torak2006-04-19 00:03:22
That is assuming it is enemy territory, take for instance the Gaudiguch node, last night it went up, we had to flush out Celest which is what we are supposed to do, I defend everyone in my group and declare only when I am forced to, still gained over 4 suspects. Hell even jumping someone who attacks you at a previous time, you are forced to declare and that is one suspect. It is impossible if you actually go out to PK to avoid hitting the 10 suspect cap easy.

EDIT: Also, waiting for them to hit first is hardly a good answer, mechanics wise. If you have to wait for them to hit first you are looking to face the whole city, not one or two people, just the way Lusternia works.
Xavius2006-04-19 00:19:22
No, see, at some point, you're doing the things that the system is designed to prevent. Killing people at a non-affliated site. If someone jumped you previously, you let the system run its course--preferably by raiding their territories, at which point they're quite useless.

Furthermore, the system doesn't say you can't have any suspects. It simply rewards those who keep them lower. Ten suspects is really a lot. Three or four is pretty reasonable, and it's not likely that they'd all give up their protection to karma curse you simultaneously.
Torak2006-04-19 00:42:15
I don't think you really understand because you don't actively pk. 3 or 4 is one round in alot of team cases. Infact, if the system is saying you shouldn't pk someone unless you are raiding then the system is flawed, to be blunt. I don't mind suspect, I don't mind vengeance, I don't even mind karma cursing anymore but the cap needs to go. There is barely anything to do on this realm for that very reason, if you raid too much you are a griefer(Take Narsrim), if you pk outside of raids you can kill 10 people and then you are gone for 30 months unless somehow you convince them to drop it, if they don't you get to raid and bash ..yay? It's gotten to the point of too much hindering. Some people want 1 vs 1 combat, or 2 vs 2 outside of raids.

EDIT: Also, the fact that if you jump someone, and they have someone come in and defend them you gain two suspects just to kill the person then defend yourself against the other.
Mirk2006-04-19 00:51:15
I think part of your problem when you're defending is that the person who you're defending probably attacked first...
Xavius2006-04-19 00:59:36
QUOTE(Torak @ Apr 18 2006, 07:42 PM) 280396

I don't think you really understand because you don't actively pk. 3 or 4 is one round in alot of team cases. Infact, if the system is saying you shouldn't pk someone unless you are raiding then the system is flawed, to be blunt. I don't mind suspect, I don't mind vengeance, I don't even mind karma cursing anymore but the cap needs to go. There is barely anything to do on this realm for that very reason, if you raid too much you are a griefer(Take Narsrim), if you pk outside of raids you can kill 10 people and then you are gone for 30 months unless somehow you convince them to drop it, if they don't you get to raid and bash ..yay? It's gotten to the point of too much hindering. Some people want 1 vs 1 combat, or 2 vs 2 outside of raids.

EDIT: Also, the fact that if you jump someone, and they have someone come in and defend them you gain two suspects just to kill the person then defend yourself against the other.


I think the system is saying that you shouldn't PK someone unless 1) they pose an active and immediate threat to you, or 2) they're off-Prime. The Seas are denizen-controlled territory. You shouldn't get tons of statuses off of it. The nodes are not. Find non-lethal ways to remove people. Jumping someone hunting sharks or gorgogs is silly. Wait for them to enter enemy territory. Anyone worth killing is at least enemied to Shallach or Ladantine or Marilynth or somewhere.
Torak2006-04-19 01:12:35
..Are you actually serious? You truly think we should have to wait until someome raids and enters territory that your org defends before you should be able to kill them? That doesn't make any sense - at all. I guess I can just raid constantly like Narsrim or something to be able to pk..
Xavius2006-04-19 01:16:03
QUOTE(Torak @ Apr 18 2006, 08:12 PM) 280409

..Are you actually serious? You truly think we should have to wait until someome raids and enters territory that your org defends before you should be able to kill them? That doesn't make any sense - at all. I guess I can just raid constantly like Narsrim or something to be able to pk..


Or you could go do the Sea quests, or go hunt Astral, or something of the sort.

But, to answer the underlying question, yes. You shouldn't be able to kill someone on Prime just because you decided it might be entertaining unless you want to suffer suspect for it. This means you'll have to be selective.
ferlas2006-04-19 01:32:07
QUOTE(Xavius @ Apr 19 2006, 01:59 AM) 280404

I think the system is saying that you shouldn't PK someone unless 1) they pose an active and immediate threat to you, or 2) they're off-Prime. The Seas are denizen-controlled territory. You shouldn't get tons of statuses off of it. The nodes are not. Find non-lethal ways to remove people. Jumping someone hunting sharks or gorgogs is silly. Wait for them to enter enemy territory. Anyone worth killing is at least enemied to Shallach or Ladantine or Marilynth or somewhere.



Thats kind of the problem, there is as much reason to fight for most people on prime as there is off prime. In fact there is like no reason for some people to even leave prime at all. I can see what torak means and I can see your point as well xavius but at the moment prime is where a lot of the fights happen and the level 10 . I personally would like to see the cap remain but more reasons for indviduals to fight off prime but if we cant do that they we should increase or remove the cap.

Unknown2006-04-19 03:26:37
Sounds to me like you are trying to get out of having to pay for jumping people and/or making generally stupid decisions. If you can't handle the restrictions, don't PK in neutral territory on prime. There should be little reason, outside of repeated PK or harassment of a particular org, that mandates that you kill in these circumstances.
ferlas2006-04-19 09:52:10
QUOTE(Folkien @ Apr 19 2006, 04:26 AM) 280452

Sounds to me like you are trying to get out of having to pay for jumping people and/or making generally stupid decisions. If you can't handle the restrictions, don't PK in neutral territory on prime. There should be little reason, outside of repeated PK or harassment of a particular org, that mandates that you kill in these circumstances.


Again thats the problem there are lots and lots of reasons for people to pk on neutral lands on the prime plane and in fact for some people they are more reasons to fight on prime than fighting off plane. If we dont want to move pk off prime then we should remove the suspect cap. I personally would prefer to move pk off prime but at the moment prime is where the majority of the fights take place and because of that the cap shouldn't be so low.
Narsrim2006-04-19 09:56:04
QUOTE(Xavius @ Apr 18 2006, 07:00 PM) 280368

How? Seriously now. I can traipse around in Serenwilde, rack up 7-10 kills, and leave with one suspect, usually someone who I'm so eager to see dead that I'll risk the karma curse (i.e. Sano).


That would be because of auto-declare that Xenthos complains about and flipped out on me over. I wonder if he'll flip out again...

=====

More on topic, I don't understand the problem. I mean, I remember when Amaru had 40 some suspects. I know I had a like 20 some at one point (and they were all 20 some people who fight)... but with the 10 suspect rule, I'm just more careful of who I'm willing to attack, and who I'm not willing to attack... but even so, I've never went over the 10 suspect limit.

The problem as I see it is people like to smack down people for petty reasons. For example, I saw an army of Celestians get mowed down trying to drain power out of the Gaudiguch node. I was attacked for just entering the room. I got 6 suspects from it and got to vengeance on Marcalo 3 times... and vitae'd. That's a reason why there is a limit.
ferlas2006-04-19 10:10:36
Nah what people flipped out about what you were doing was stepping out side of glom by one room so that you got suspect on them.

Nothing like what xavius did.
Narsrim2006-04-19 10:12:10
QUOTE(ferlas @ Apr 19 2006, 06:10 AM) 280510

Nah what people flipped out about what you were doing was stepping out side of glom by one room so that you got suspect on them.

Nothing like what xavius did.


Umm, you have no idea what you are talking about. If I let them attack me, it auto declared, and I didn't get suspect period. It didn't matter if I was in Glomdoring or not. That's why auto declare is lame (and as I said at the time, I didn't know about it then).

As long as I let them hit first - I didn't get suspect. I just thought they were declaring (which you can do, and is stupid), but in home territories, there is this funky auto declare that overrides and names you as the attacker. Of course, if you kill the target, you don't get suspect - but if they kill you, they don't gain it either.

This would be why Xavius could kill 7 people and only get 1 suspect.
ferlas2006-04-19 10:15:15
QUOTE(Narsrim @ Apr 19 2006, 11:12 AM) 280511

As long as I let them hit first - I didn't get suspect. I just thought they were declaring (which you can do, and is stupid), but in home territories, there is this funky auto declare that overrides and names you as the attacker. Of course, if you kill the target, you don't get suspect - but if they kill you, they don't gain it either.


Exactly, and the complaint about what you were doing was letting them attack you in side glom so that they auto declared you then stepping outside glom so that if you died you got suspect. Xavius stayed inside during his raid instead of trying to harvest suspects by in and out runs.
Narsrim2006-04-19 10:21:38
QUOTE(ferlas @ Apr 19 2006, 06:15 AM) 280512

Exactly, and the complaint about what you were doing was letting them attack you in side glom so that they auto declared you then stepping outside glom so that if you died you got suspect. Xavius stayed inside during his raid instead of trying to harvest suspects by in and out runs.


Dear, I killed 99% of them in Glomdoring. I didn't die a single time when that was going on (and when people were flaming on forums). I did have Munsia set so I could flow out if I was in major trouble (which happened like twice). But none the less, I didn't die a single time during those raids before Xenthos posted on forums that auto declare was retarded (which it is).

I don't even think Ferlas was created when that happened (as it was before the last envoy changes because you could still world wide nature flow). So... how would you even know? Or is this another one of those assumption posts?
ferlas2006-04-19 10:30:49
Ah another thread that has nothing to do with narsrim, narsrim attacks someone, someone says no it didnt happen like that then narsrim says that persons points are totally invalid and can easily be ignored to justify all his lovely actions?